Alain

Therric Morant's page

310 posts. Alias of Dragoncat.


Full Name

Therric Morant

Race

Hume

Classes/Levels

Knight (Temporal Knight) 3|HP: 42/42|AC: 23/10/23|Saves: +5 Fort, +1 Ref, +3 Will|Init: +4|Perc: +5

Gender

Limit Breaks: 1/1|Stance Rounds: 10/10|Time Motes: 3/3|Male

Size

Medium (6'6", 200 lbs)

Age

21

Special Abilities

Being Strong, Good-Looking and Kinda Dumb

Alignment

Lawful Good

Languages

Common

Occupation

Party Tank

Strength 16
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 10
Charisma 16

About Therric Morant

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Statblock
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Therric Morant
Male hume knight (temporal knight) 3
Init +4; Senses; Perception +5
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Defense
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AC 23, touch 10, flat-footed 23 (+9 armour, +4 shield)
hp 42 (3d12+6)
Fort +5, Ref +1, Will +3
Defensive Abilities Defensive stance: 10/10 rounds
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Offense
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Speed 30 ft unarmoured, 20 armoured
Melee +7 mwk Knight's Sword (1d10+3/19-20/x2)
+6 warhammer (1d8+3/x3)
+6 dagger (1d4+3/19-20/x2)
Ranged +3 dagger (1d4+3/19-20/x2)
Special Attacks Power Attack, Defensive Stance
Power Attack: +6 mwk Knight's Sword (1d10+5/19-20/x2)
+5 warhammer (1d8+5/x3)
Defensive Stance: +9 mwk Knight's Sword (1d10+5/19-20/x2)
+8 warhammer (1d8+5/x3)
+8 dagger (1d4+5/19-20/x2), +5 ranged
Defensive Stance + Power Attack
+8 mwk Knight's Sword (1d10+7/19-20/x2)
+7 warhammer (1d8+7/x3)
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Statistics
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STR 16, DEX 10, CON 14, INT 10, WIS 10, CHA 16
Base Atk +3; CMB +6; CMD 17
Feats Improved Initiative, Skill Focus (Diplomacy), Extra Knight Talent (Imposing Figure), Antagonize
Traits Steel Skin, Influence, Attached (Great Helm)
Skills +7 Climb (+2 in armour, -7 armour + shield), +12 Diplomacy, +12 Intimidate (+14 in armour), +6 Knowledge (History), +6 Knowledge (Nobility), +5 Perception, +6 Sense Motive, +7 Swim (+2 in armour, -7 in armour + shield)
Languages Common
SQ Defensive Stance, Threat Control, Motes of Time, Stand Firm, Defensive Training, Shield Block, Armour Training, Imposing Figure, Offensive Verbiage
Combat Gear Mwk full plate, mwk tower shield, mwk knight's sword, warhammer, dagger
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Special Abilities
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Limit Breaks:
Time Ripple (Su): This Limit Break creates a 30-ft.-radius aura around the temporal knight. This area grants himself and allies within the area of effect the haste status effect and penalizes enemies with the slow status effect (no save). Allies and enemies alike that leave the area of effect are no longer affected. This limit break lasts for a duration of 1 round + 1 round per four knight levels after 1st. This limit break requires only a swift action.

This ability replaces one of the knight’s standard Limit Breaks.

A Knight’s Protection (Su): This Limit Break covers both the knight and his allies in a protective bubble. For a duration of 1 round + 1 round per four knight levels after 1st, this Limit Break grants the knight and any allies within 30 feet a protective bubble that grants damage reduction 1/- as well as spell resistance 5. Damage reduction increases by 1 and spell resistance increases by 5 per four knight levels after 1st. This DR and SR stacks with any granted by the knight’s class features and knight talent. This limit break requires only a swift action.

Racial Traits:
Focused Study: All humes are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humes gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Curiosity: Humes naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.

Integrated: Humes gain a +1 racial bonus on Bluff, Disguise, and Knowledge (local) checks.

Skilled: Humes gain an additional skill rank at first level and one additional rank whenever they gain a level.

Sociable: When humes attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.

Temporal Knight Features:
Motes of Time (Su): A mote is a tiny split-second of time that a temporal knight steals from his own future. The motes taken are inconsequential slivers of continuance that even the temporal knight will not notice being missing from his activities. However, a temporal knight can use these motes to affect his present timeline, allowing him to retry actions and slow down time around him so he can act more carefully and alertly in fast-moving situations.

Each day, the temporal knight has a pool of motes equal to his knight level. Once a round, a temporal knight can expend a mote to do any one of the following things:

--Gain a bonus to one attack roll, skill check, ability check, or saving throw. The roll must represent a single action that occurs entirely within a single round. (A temporal knight could use a mote to add a bonus to an Acrobatics check to leap over a chasm, but not to a Craft check made to determine how much progress was made after a day of work.) The bonus gained is equal to +1d3. This increases to +2d3 at 8th level, and +3d3 at 16th level. The temporal knight can decide to add this bonus immediately after seeing the result of the original die roll.

--Take a swift action that does not count against the temporal knight’s normal limit of one swift action per round that can be used with temporal knight or knight class features. This does not increase the normal limit of one swift cast spell per turn.

--Act in the surprise round when the temporal knight would not normally be able to do so.

At 4th level, a temporal knight gains the ability to add the bonus from spending a mote of time to a single damage roll, or to his armor class (as a dodge bonus) until the beginning of his next turn.

At 7th level, the temporal knight may spend a mote to reduce the duration of any negative condition or effect he is suffering. By accelerating the speed with which only the negative influences on his travel through time, the temporal knight can reduce the duration of any one condition, affliction, or spell effect by 1d6 rounds (to a minimum of 0). This increased to a 2d6 round reduction at 15th level.

At 11th level, the temporal knight may spend a mote to take a move action as a swift action.

At 18th level, the temporal knight may use a mote to grant any ally within 60 feet that he can see an additional move action on that ally’s next turn.

A temporal knight may gain additional options for use of a mote by taking temporal talents, though he is still restricted to spending motes only once each round.

This ability replaces defend ally and bulwark.

Class Features:
Ex-Knights: A knight who is no longer his appropriate alignment loses all supernatural class features and may no longer advance in levels as a knight.

Defensive Stance (Ex): Starting at 1st level, a knight can enter a defensive stance, a position of readiness and trance-like determination. A knight can maintain this stance for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can maintain the stance for 2 additional rounds per day. Temporary increases to Constitution, such as those gained from spells like dwarf’s endurance, do not increase the total number of rounds that the knight can maintain a defensive stance per day. The knight can enter a defensive stance as a free action. The total number of rounds of defensive stance per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in a defensive stance, the knight gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, he gains a +2 dodge bonus to Armor Class. He also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the defensive stance ends, and are not replenished if the knight enters a defensive stance again within 1 minute of his previous defensive stance. While in a defensive stance, a knight cannot move more than half of his movement speed or his stance ends.

A knight can end his defensive stance as a free action, and is fatigued for 1 minute after a defensive stance ends. This fatigue cannot be reduced or mitigated in any way and applies even to normally fatigue-immune characters but can be cured as normal. A knight can’t enter a new defensive stance while fatigued or exhausted, but can otherwise enter a defensive stance multiple times per day. If a knight falls unconscious, his defensive stance immediately ends. Defensive stance does not stack with rage. If mounted or otherwise not on his feet, this stance ends automatically.

Threat Control (Ex): At 1st level, the knight gains the Antagonize feat as a bonus feat. Additionally, for every 5 the knight beats the DC, he antagonizes the target for 1 additional round. The antagonize condition does not end after 1 attack, only ends when the duration ends.

Stand Firm (Ex): At 2nd level, a knight gains a +1 bonus to his combat maneuver defense against bull rush, overrun, and trip. This bonus also applies on saves against trample attacks. The bonus increases by +1 for every four levels beyond 2nd.

Defensive Training (Ex): Starting at 2nd level, a knight counts his total knight level as his fighter level for the purpose of qualifying for any armor or shield-related feats. If he has levels in fighter, these levels stack.

Shield Block (Ex): Starting at 3rd level, the knight excels in using his armor and shield to frustrate his enemy’s attacks. As a free action, he can designate a single opponent as the target of this ability. His shield bonus to AC against that foe increases by 1, as he moves his shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss. This shield bonus increases to +2 at 9th level, and +3 at 15th level.

Armor Training (Ex): Starting at 3rd level, a knight learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, 15th and 19th), these bonuses increase by +1 each time, to a maximum –5 reduction of the armor check penalty and a +5 increase of the maximum Dexterity bonus allowed. In addition, a knight can also move at his normal speed while wearing medium armor. At 7th level, a knight can move at his normal speed while wearing heavy armor.

Feats:
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Improved Initiative: You gain a +4 modifier to Initiative rolls.

Antagonize: Whether with biting remarks or hurtful words, you are adept at making creatures angry with you.

Benefit: You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. You cannot make this check against a creature that does not understand you or has an Intelligence score of 3 or lower. Before you make these checks, you may make a Sense Motive check (DC 20) as a swift action to gain an insight bonus on these Diplomacy or Intimidate checks equal to your Charisma bonus until the end of your next turn. The benefits you gain for this check depend on the skill you use. This is a mind-affecting effect.

Diplomacy: You fluster your enemy. For the next minute, the target takes a –2 penalty on all attacks rolls made against creatures other than you and has a 10% spell failure chance on all spells that do not target you or that have you within their area of effect.

Intimidate: The creature flies into a rage. On its next turn, the target must attempt to make a melee attack against you, make a ranged attack against you, target you with a spell, or include you in the area of a spell. The effect ends if the creature is prevented from attacking you or attempting to do so would harm it (for example, if you are on the other side of a chasm or a wall of fire). If it cannot attack you on its turn, you may make the check again as an immediate action to extend the effect for 1 round (but cannot extend it thereafter). The effect ends as soon as the creature attacks you. Once you have targeted a creature with this ability, you cannot target it again for 1 day.

Skill Focus: Choose a skill. (Diplomacy) You are particularly adept at that skill.

Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. You can take this feat multiple times, but each time applies to a different skill.

Extra Knight Talent: You gain one additional knight talent. You must meet all of the prerequisites for this knight talent. You can take this feat multiple times.

Knight Talents:
Imposing Figure (Ex): A knight adds his Strength modifier to Intimidate rolls.

Offensive Verbiage (Ex): This talent allows the knight to make all around him feel anger towards him. When using the Antagonize feat, use the same check against all enemies within a 30-ft.-radius of the knight.


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Background
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”You cannot turn back the clock. The past is set; let it rest and move forward.”

”To long for olden days is human; to give them life is heresy.”

”Stand against those who would unmake the past, for if we cannot learn from it, we will all suffer from its loss.”

”Act with honour in all things, that you may look back upon your achievements with pride.”

These are the tenets of the Order of the Hourglass, and Therric has learned them all by heart.

The Order of the Hourglass is one of Borealis’ eight knightly orders, each of them sworn (in their own way) to defend the Last Crystal keeping the continent afloat. It is one of the younger orders, having only been formed within the last two hundred years by Sir Cyrus the Eternal Knight, Sworn Defender of the Last Crystal. Imbued with powers over the flow of time itself, the knights and mages of the Order of the Hourglass concern themselves with not only the protection of the Last Crystal, but also the preservation of Borealis’ history… and the history of the Surface that once was. To the Order, wielding the powers of time to change the past is an unforgivable sin: it is better for society to reflect upon the mistakes of the past, learn from them and move forward than to make it so those mistakes were never made, and thus learn nothing from its myriad of tragedies and atrocities.

The Morant family is said to be descended from the Order’s founder, and Therric is the latest scion to take up arms in its name.

Therric’s father, the temporal knight Auric Morant, came from nobility—and had he stayed true to his aristocratic roots, he would have married a noble-born daughter and carried on as tradition demanded. Instead, he shocked his family by falling in love with a common-born woman and pledging to marry her instead. His wife, a seamstress named Argentia, charmed him with her sincerity and gentle heart—two qualities that Sir Auric found were lacking in the aristocratic daughters who sought his hand. He settled down in Dyson and started a family with her—three sons and two daughters.

Therric is the third-born son of his family, the middle child who (despite the stereotypes of middle children) stood out by standing the tallest of his family, rivalled only by Sir Auric himself. His two older brothers, Arsène and Cadmus, took different paths from their father—Arsène taking an interest in chemistry and Cadmus joining the Guardians. His younger sisters, Titania and Palladia, proved themselves to be quite capable in the arts of white and black magic. Therric was the only one to follow in his father’s footsteps and join the Order of the Hourglass as an initiate when he was fourteen.

Despite his father’s standing in the order, Therric was given no special treatment; in fact, he found himself to be an outcast of sorts within their ranks. Many of the other initiates were of noble birth and couldn’t comprehend the idea of a common-born boy being a knight, let alone accept one as a brother in arms. As a result, Therric was forced to endure their taunts and jeers as he pushed himself to embody the highest ideals of the Order.

When he turned eighteen, his father was called away on a mission elsewhere on Borealis... one that deep down, he knew he would not return from. Sir Auric left his son his cobalt-coloured winged helmet—a badge of honour reserved for those knights who displayed great valour in battle—and set out, never to return. His departure rocked his family to the core, and they all dealt with his loss in their own way; Arsène and Cadmus devoted themselves to their crafts, Titania lost herself in her faith, Palladia did the same in her studies, and Argentia simply shut herself away.

Of course, after the loss of his father, the hateful quips thrown Therric's way by the other noble squires became crueler. He tried to bear them all with grace, but one in particular struck deep: 'The only surprising thing about him abandoning you was how long it took him to do so.' That quote was spoken by Radric Goss, a fellow squire, an entitled wretch of a person and Therric's biggest rival in the Order.

The day Therric gained full admittance to the Order of the Hourglass—not just as a knight, but as the best knight of all the initiates—was one of the proudest days of his life. Unfortunately, said day bore ill tidings as well as joy; word had spread that the Last Crystal’s light, the magical force keeping the Scourge at bay and the continent afloat, was fading. A call was sent out for the best of the best—an invitation to join an expedition aboard the airship Celeste with the goal of seeking out the protomateria necessary to save the Last Crystal’s power, and by extension all who dwell upon it.

Therric demanded that the Order send him forth on this expedition, and by their leave he has sought to join the Celeste’s hardy crew. Perhaps on this mission, he will prove to everyone that he deserves to be a member of the Order... and will make his father proud, wherever he may be now.

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Description & Personality
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Before you is a towering man clad in blue full-plate with golden joints and the crest of a golden circle engraved upon the breastplate. His neck-length blond hair complements his shining green eyes and beige skin neatly, with the charming sincerity of his smile completing his handsome face. A great blue winged helmet is under his right arm, a large finely-crafted knight’s sword is sheathed at his side and a massive blue tower shield bearing the crest of a golden hourglass is on his left arm.

Therric is a young man who has devoted himself to fulfilling the ideals of the Order of the Hourglass—he is always polite (or at least he tries to be), puts his best foot forward in conversation, is courteous to those beneath his station and fiercely determined to preserve the lives of those around him, the continent of Borealis and its history. That being said, he’s quite attached to the great helmet he bears—unsurprising, considering it’s his only remaining memento of his father and a mark of honour for the Order. He often finds himself charmed by those who display the same openness and sincerity his mother showed his father—whether they’re women or men.
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Traits & Drawback
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(Combat) Steel Skin: You gain the ability to don or remove heavy armor in half the normal time. Additionally, you begin play with a great helm bearing the iconography of your family (this helm grants no special defensive benefits). While wearing this helm with a suit of heavy armour, you gain a +2 trait bonus on Intimidate checks.

(Social) Influence: Your position in society grants you special insight into others, and special consideration or outright awe from others. Choose one of the following skills: Diplomacy, Intimidate, or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

(Drawback) Attached: You have a strong emotional attachment to a person or object that you’re terrified of losing. The GM chooses the object of your attachment. Whenever the object of your attachment is either threatened, in danger, or in someone else’s possession, you take a –1 penalty on Will saves and a –2 penalty on saves against fear effects. If the person or object to which you’re attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback. Proposed Attachment: Great Helm

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Skill Breakdown
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—3 Diplomacy (Total: +12 Diplomacy)
—3 Intimidate (Total: +12 Intimidate)
—2 Perception (Total: +5 Perception)
—2 Sense Motive (Total: +6 Sense Motive)
—1 Climb (Total: +7 Climb)
—1 Swim (Total: +7 Swim)

Background Skills
—3 Knowledge (Nobility)
—3 Knowledge (History)

FCB: 3/6 Knight Talent!
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Gear
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—10x Bachelor’s Snuff (Mine; wouldn’t find this in a ship’s armory; 20 gil total)
—Masterwork Knight’s Sword (1d10, 19-20/x2, Slashing, can be 2-handed) (353 gil)
—Warhammer (Free)
—Dagger (Free)
—Masterwork Steel Tower Shield (180 gil)
—Masterwork Full Plate (1,650 gil)
—Soldier’s Uniform (Free)
—Fighter’s Kit (Free) (This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.)
—Gear Maintenance Kit (8 gil)
—Grooming Kit (3 gil)
—1 Hi-Potion (600 gil)
—2 Cure Potions (50 gil each)

Money: 86 gil

Carrying Capacity: <76 Light, 77-153 Medium, 154-230 Heavy

Current Load: 139 lbs (Medium)

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Magical Items
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